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Armor Degradation Based on Damage Blocked


SignedName

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Hopefully this isn't too hard to do for someone who knows how to script, but I'd like to request an armor degradation system that works more logically- the damage to the armor being a function of damage blocked by armor DT (so, ignoring non-armor DT bonuses) divided by the DT of the armor, allowing for a max condition damage of 1 per shot, plus a small base amount of damage (0.1?), so clothes and other such 0 DT armors also degrade). This would make it so you could actually wear down heavily-armored enemies even if your individual shots don't break through DT, but attack damage would still matter (shooting away at a Power-Armored opponent with a BB gun would take quite a long time to break their armor).

 

Additional requests, if possible- critical hits deal a much higher amount of armor damage (x10?), Miss Fortune will deal catastrophic armor damage, armor-piercing (anything that has -DT) and explosive rounds deal more condition damage, hollow point (DT multiplier) rounds do less, and pulse/EMP rounds/weapons do major damage to Power Armor condition, rather than extra damage to the wearer.

Edited by SignedName
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Had an idea for the same mod, but, unfortunately, NPC's armors don't degrade as you damage them and, worst yet, even when you damage their armor via script, armor condition changes, but their DT/DR is unchanged. Their DT/DR keeps the value which they had when they first spawned.

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Would it be possible to script DT modifiers to simulate armor damage? Maybe even taking armors' max condition into account, though if that variable isn't found in GECK, a more straightforward formula could be used? Like for every 100 damage blocked, DT goes down by 1, up to a maximum of the DT provided by the armor being worn.

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